Dragon Animation-500 bones tail, animation along a path problem
While it isn't quite as simple as telling the armature to follow the curve, you can use a splineIK constraint to make the armature deform along a curve, you still need to manually animate the different positions to make it follow the larger curve.

Once you have the armature with enough bones that it will bend to your liking, you select the tail of the last bone, go into pose mode and add a spline-IK constraint. Set the target as the curve that you want to use to deform the armature and the chain length to match how many bones you want it to control.

If you have setup the bones to go the opposite way to how the splineIK works you can use &#9095; AltF in edit mode to flip the direction of the bones.

Now the bones will deform to follow along with the curve as it is deformed.



In the example I have added an empty as a hook to each point in the curve to easily animate the location of each curve point.